using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using SpriteSheetRuntime;
using System.IO;

namespace Megaman
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;


        // Meta-level game state.
       // private int levelIndex = -1;
       // private Level level;
        private bool wasContinuePressed;
        private StageManager stageManager;
        private const int BackBufferWidth = 1280;
        private const int BackBufferHeight = 720;
        private IntroScene intro;
        private bool pressedStart;
        
    
        public Game()
        {
            graphics = new GraphicsDeviceManager(this);
            
            graphics.PreferredBackBufferWidth = BackBufferWidth;
            graphics.PreferredBackBufferHeight = BackBufferHeight;
         //this.graphics.IsFullScreen = true;
            Content.RootDirectory = "Content";
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();

            
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        /// 


        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            LoadIntroScene();
        }

        public void LoadIntroScene()
        {
            intro = new IntroScene(Services, this);
        }
        public void LoadStages()
        {
            pressedStart = true;
            intro.Dispose();
            stageManager = new StageManager(Services);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }



        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        /// 


        protected override void Update(GameTime gameTime)
        {
            HandleInput();

            if (pressedStart)
                stageManager.Update(gameTime);
            else
                intro.Update(gameTime);
            

            base.Update(gameTime);
        }


        private void HandleInput()
        {
           /* KeyboardState keyboardState = Keyboard.GetState();
           GamePadState gamepadState = GamePad.GetState(PlayerIndex.One);
            
            if (gamepadState.Buttons.Back == ButtonState.Pressed || keyboardState.IsKeyDown(Keys.Escape))
                this.Exit();*/
       
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.DarkSlateBlue);

            if (pressedStart)
                stageManager.Draw(spriteBatch, gameTime);
            else
                intro.Draw(spriteBatch, gameTime);


            
            base.Draw(gameTime);
        }
    }
}
